/* CoralCube | Massively Multiplayer Online Role-Playing Game(MMORPG) Emulator.
|* 
|* Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
|*               2008-2010 TrinityCore <http://www.trinitycore.org/>
|*               2008-2010 CoralCube <http://www.CoralCube.com/>
|*
|* This program is free software. You can redistribute it and/or modify it under the terms of 
|* the GNU General Public License as published by the Free Software Foundation, either 
|* version 2 of the License.
|*
|* This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY, 
|* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. 
|* See the GNU General Public License for more details.
|*
|* You should have received a copy of the GNU General Public License along with this program. 
|* If not, see <http://www.gnu.org/licenses/>.
|*/

#ifndef _FORMATIONS_H
#define _FORMATIONS_H

#include "Common.h"

class CreatureGroup;

struct FormationInfo
{
    uint32 leaderGUID;
    float follow_dist;
    float follow_angle;
    uint8 groupAI;
};

class CreatureGroupManager
{
    friend class ACE_Singleton<CreatureGroupManager, ACE_Null_Mutex>;
public:
    void AddCreatureToGroup(uint32 group_id, Creature *creature);
    void RemoveCreatureFromGroup(CreatureGroup *group, Creature *creature);
    void LoadCreatureFormations();
};

#define formation_mgr (*ACE_Singleton<CreatureGroupManager, ACE_Null_Mutex>::instance())

typedef UNORDERED_MAP<uint32/*memberDBGUID*/, FormationInfo*>   CreatureGroupInfoType;

extern CreatureGroupInfoType    CreatureGroupMap;

class CreatureGroup
{
private:
    Creature *m_leader; //Important do not forget sometimes to work with pointers instead synonims :D:D
    typedef std::map<Creature*, FormationInfo*>  CreatureGroupMemberType;
    CreatureGroupMemberType m_members;

    uint32 m_groupID;
    bool m_Formed;

public:
    //Group cannot be created empty
    explicit CreatureGroup(uint32 id) : m_leader(NULL), m_groupID(id), m_Formed(false) { }
    ~CreatureGroup() { sLog.outDebug("Destroying group"); }

    Creature* getLeader() const { return m_leader; }
    uint32 GetId() const { return m_groupID; }
    bool isEmpty() const { return m_members.empty(); }
    bool isFormed() const { return m_Formed; }

    void AddMember(Creature *member);
    void RemoveMember(Creature *member);
    void FormationReset(bool dismiss);

    void LeaderMoveTo(float x, float y, float z);
    void MemberAttackStart(Creature* member, Unit *target);
};

#endif
